ut4_oilrig [alpha2]
very early version, still WIP
#21
Posted 28 February 2011 - 07:26 PM
Main addition is the access to the roof, I hope the layout isnt too complex now.
I'm still changing the layout a lot and I'm open for any suggestions. I didn't have the chance to test it in tdm or ts yet and I might need to change the spawns.
If any server admin uses this map on his server, send me a PM plz! (I wouldn't recommend my map yet, though, it's still too much WIP!)
#22
Posted 28 February 2011 - 10:43 PM
gah i just wanna have the .map and start spread my love on it xD wow i cant wait till its done!!! dont u dare give up on this map!!!
Edit: the swat should spawn by the helicopter
This post has been edited by JustMe...: 28 February 2011 - 10:59 PM
Clan: **Saft
#23
Posted 01 March 2011 - 12:26 AM
JustMe..., on 28 February 2011 - 10:43 PM, said:
gah i just wanna have the .map and start spread my love on it xD wow i cant wait till its done!!! dont u dare give up on this map!!!
Edit: the swat should spawn by the helicopter
Well thank you!
I will slowly start to gather textures and stuff while finalizing the layout. The gameplay has to be fun, thats my top priority right now (and I'm a little nervous about that). But I won't stop until it looks good, although this could take a while.
Team blue could have an advantage if they start at the helicopter, but it makes sense to let them start there, I know! I will test it and if it works I will change the spawns.
#24
Posted 01 March 2011 - 12:51 AM
I see you're keep working! Good. I'm gonna motivate You through rough criticism:)
> Camp points
There is too many of them. In just 10 seconds I found two places for PSG1 noobs - one step backward/sidewalk and camper got a cover:
This thing cannot happen, if You want Your map to be popular or (maybe someday?) included into official UrT map packs!
> no 'furniture'
Yes. Look at official, brilliant maps included in UrT. You won't find maps with long distances without obstacles. You have to think, what kind of objects are common on olirigs http://bit.ly/hvBBij Think about barrels, ropes (to climb!), spilled slippy oil? :) For now, Your map is a project of an FPS game map.
> Choppa doesn't have working motor :)
Waiting for alpha 3!
#25
Posted 01 March 2011 - 10:09 AM
majkifajki, on 01 March 2011 - 12:51 AM, said:
There is too many of them. In just 10 seconds I found two places for PSG1 noobs - one step backward/sidewalk and camper got a cover:
[...]
This thing cannot happen, if You want Your map to be popular or (maybe someday?) included into official UrT map packs!
Thats the part I'm nervous about. I know it could become very campy on the top, but I wanted the deck to have a distinct feeling in contrast to the lower levels. It's supposed to be very deadly up there, where you run from cover to cover. I hope I find a good way to prevent too much camping, so thank you very much for pointing that out!
majkifajki, on 01 March 2011 - 12:51 AM, said:
I will add a lot of stuff for cover and atmosphere of the setting, thats for sure! But I'm still at a stage where I might change a whole section of the map or even delete it for the sake of good gameplay. And everything I've created in that section would be a waste of time for me (bear in mind I'm still a beginner, mapping is hard work for me! ).
Your criticism is very welcomed!
#26
Posted 01 March 2011 - 10:25 AM
Quote
When 3+ campers snipe with PSG/SR8 there is no such thing as "cover" - remember :)
Quote
First of all - if You include camp spot, make sure two things:
Always give players anti-camp-spot. ACP is a place, from which camper dies. It can be a backdoor entrance, a window, which gives view ONLY on one, particular ACP.
Consider open-camp spot - a plase without cover and/or in open space. Wanna camp? Go boy, but You can't hide!
This two thigs give even noobs possibility to control campers.
About 'furniture' - that decides, if my get to my server. I just don't like ugly-looking maps:)
#27
Posted 06 March 2011 - 04:55 PM
Here's what I mean.
This is obviously using the bumpy (hd) water, I dont know how it might look using the normal water. If you want to have a look how I made this I can pack it all into a pk3 for you.
This post has been edited by Johnnyenglish: 06 March 2011 - 04:59 PM
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#28
Posted 06 March 2011 - 07:21 PM
Johnnyenglish, on 06 March 2011 - 04:55 PM, said:
Oh please do, looks awesome and it could improve fps. But it's important that a player can still jump into the water and drown
I love the fancy water and how the moon is reflecting on it! Can't wait until UrtHD replaces 4.1 as the standard for playing!
I'm afraid I'm too busy right now to work on oilrig, but I will finish it when I'm back from china, at the latest.
#30
Posted 07 March 2011 - 10:12 AM
I hope to release an alpha 3 before april, but I'm very busy right now. I hope it'll be the last layout-changing version, from then on I want to work primarily on the looks of the map. Can't wait for it